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Al. Lopez 2025-04-13 01:29:50 +00:00 committed by GitHub
commit 458fca855f
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@ -209,13 +209,29 @@ static void SetControllerInputDevice(Controller* controller)
}
}
static void SetControllerTimeOfDayLED(Controller& controller, bool isNight)
static void SetControllerTimeOfDayLED(Controller& ctrl, bool isNight)
{
auto r = isNight ? 22 : 0;
auto g = isNight ? 0 : 37;
auto b = isNight ? 101 : 184;
// Fetch the lightbar color based on the time of day
uint8_t r = 0, g = 0, b = 0;
controller.SetLED(r, g, b);
if (isNight)
{
r = 22; // Night: Red tone
g = 0; // Night: No green
b = 101; // Night: Cool blue
}
else
{
r = 0; // Day: No red
g = 0; // Day: No green
b = 60; // Day: Dimmer blue
}
// Apply the lightbar color to the specified controller
if (ctrl.CanPoll())
{
ctrl.SetLED(r, g, b);
}
}
int HID_OnSDLEvent(void*, SDL_Event* event)
@ -228,13 +244,32 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
if (freeIndex != -1)
{
// Initialize the new controller
auto controller = Controller(event->cdevice.which);
g_controllers[freeIndex] = controller;
SetControllerTimeOfDayLED(controller, App::s_isWerehog);
// Assign "Player 1 LED" for Player 0 and Player 1
if (freeIndex == 0 || freeIndex == 1) // Player 0 and Player 1 both use "Player 1 LED"
{
SDL_GameControllerSetPlayerIndex(controller.controller, 1); // Force Player LED to "Player 1"
}
else // Additional external controllers (Player 2+)
{
SDL_GameControllerSetPlayerIndex(controller.controller, freeIndex); // Assign correct LED for Player 2+
}
// Apply lightbar settings immediately for the new controller
SetControllerTimeOfDayLED(controller, App::s_isWerehog);
// Refresh LEDs for all connected controllers
for (auto& ctrl : g_controllers)
{
if (ctrl.CanPoll())
{
SDL_GameControllerSetPlayerIndex(ctrl.controller, ctrl.index); // Ensure correct LED updates
}
}
}
break;
}
@ -243,8 +278,43 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
auto* controller = FindController(event->cdevice.which);
if (controller)
{
controller->Close();
// If Player 1 disconnects, promote the next available controller to Player 1
if (controller == &g_controllers[1]) // Player 1 removed
{
for (auto& ctrl : g_controllers)
{
if (ctrl.CanPoll() && &ctrl != &g_controllers[0]) // Skip Player 0
{
g_controllers[1] = ctrl; // Promote next available controller to Player 1
SDL_GameControllerSetPlayerIndex(ctrl.controller, 1); // Reflect Player 1 LED
SetControllerTimeOfDayLED(ctrl, App::s_isWerehog); // Update lightbar
break;
}
}
}
// Update Player LED indices for all controllers immediately
for (std::size_t i = 2; i < g_controllers.size(); ++i) // Start from Player 2 onward
{
if (g_controllers[i].CanPoll())
{
SDL_GameControllerSetPlayerIndex(g_controllers[i].controller, static_cast<int>(i)); // Assign correct LED index
SetControllerTimeOfDayLED(g_controllers[i], App::s_isWerehog); // Update lightbars
}
}
// Refresh lightbar settings for all connected controllers
for (auto& ctrl : g_controllers)
{
if (ctrl.CanPoll())
{
SetControllerTimeOfDayLED(ctrl, App::s_isWerehog);
}
}
}
break;
}
@ -258,6 +328,7 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
if (!controller)
break;
// Process input
if (event->type == SDL_CONTROLLERAXISMOTION)
{
if (abs(event->caxis.value) > 8000)
@ -276,43 +347,8 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
controller->Poll();
}
break;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
hid::g_inputDevice = hid::EInputDevice::Keyboard;
break;
case SDL_MOUSEMOTION:
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
if (!GameWindow::IsFullscreen() || GameWindow::s_isFullscreenCursorVisible)
SDL_ShowCursor(SDL_ENABLE);
hid::g_inputDevice = hid::EInputDevice::Mouse;
break;
}
case SDL_WINDOWEVENT:
{
if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
{
// Stop vibrating controllers on focus lost.
for (auto& controller : g_controllers)
controller.SetVibration({ 0, 0 });
}
break;
}
case SDL_USER_EVILSONIC:
{
for (auto& controller : g_controllers)
SetControllerTimeOfDayLED(controller, event->user.code);
// Instantly apply updated lightbar settings during input
SetControllerTimeOfDayLED(*controller, App::s_isWerehog);
break;
}
}